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This wizard spell list includes optional spells available from Tasha's Cauldron of Everything. For the wizard spell list without optional spells, see Core Wizard Spell List
Spell Name School Casting Time Range Duration Components; Acid Splash: Conjuration: 1 Action: 60 Feet: Instantaneous: V, S: Blade Ward: Abjuration: 1 Action: Self: 1 ...
Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Core Wizard Spell List This wizard spell list does not include optional spells available from Tasha's Cauldron of Everything or spells from the Unearthed Arcana playtests. For the complete wizard list, see Wizard Spell List
2nd-level evocation. Casting Time: 1 action Range: 30 feet Components: V, S, M (a red dragon’s scale) Duration: Instantaneous. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw.
The abjuration school of magic encompasses protective spells. They create a physical or magical barrier, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
A ritual spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level.
The evocation school of magic included spells that manipulated energy or tapped an unseen source of power in order to produce a desired end. In effect, they created something out of nothing. Many of these spells produced spectacular effects, and evocation spells could deal large amounts of damage.
2nd-level illusion. Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute. You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw.
The Illusion school includes spells that deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Among these spells are included invisibility and disguise self.